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   <TITLE>class  SG_EXPORT osg::ShadowOccluderVolume</TITLE>
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<H2>class  SG_EXPORT <A HREF="#DOC.DOCU">osg::ShadowOccluderVolume</A></H2></H2><BLOCKQUOTE>ShadowOccluderVolume is a helper class for implementating shadow occlusion culling.</BLOCKQUOTE>
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef  std::vector&lt;<!1><A HREF="Polytope.html">Polytope</A>&gt; HoleList <B><A HREF="#DOC.2.93.1">ShadowOccluderVolume</A></B>(const <!1><A HREF="ShadowOccluderVolume.html#DOC.2.93.1">ShadowOccluderVolume</A>&amp; soc)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.93.2">ShadowOccluderVolume</A></B>(const <!1><A HREF="ShadowOccluderVolume.html#DOC.2.93.2">ShadowOccluderVolume</A>&amp; soc, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.93.3">ShadowOccluderVolume</A></B>(const <!1><A HREF="ConvexPlanerOccluder.html">ConvexPlanerOccluder</A>&amp; occluder, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.93.4">set</A></B>(const <!1><A HREF="ShadowOccluderVolume.html">ShadowOccluderVolume</A>&amp; soc, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)
<DD><I>Convert shadow occluder into local coords by multiplying the clip space occluder by the ModelViewProjectionMatrix</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.93.5">set</A></B>(const <!1><A HREF="ConvexPlanerOccluder.html">ConvexPlanerOccluder</A>&amp; occluder, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)
<DD><I>Initialize a ShadowOccluderVolume to a ConvexPlanerOccluder  transformed into clipspace</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.93.6">contains</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bound)
<DD><I>return true if the specified bounding sphere is contaned entirely within this shadow occluder volume</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.93.7">contains</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bound)
<DD><I>return true if the specified bounding box is contained entirely within this shadow occluder volume</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.93.8">transformProvidingInverse</A></B>(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.93.11">pushCurrentMask</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.93.12">popCurrentMask</A></B>()
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<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html">Polytope</A> <B><A HREF="#DOC.2.93.9">_occluderVolume</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>HoleList <B><A HREF="#DOC.2.93.10">_holeList</A></B>
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<H2>Documentation</H2>
<BLOCKQUOTE>ShadowOccluderVolume is a helper class for implementating shadow occlusion culling. </BLOCKQUOTE>
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<A NAME="ShadowOccluderVolume"></A>
<A NAME="DOC.2.93.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef  std::vector&lt;<!1><A HREF="Polytope.html">Polytope</A>&gt; HoleList ShadowOccluderVolume(const <!1><A HREF="ShadowOccluderVolume.html#DOC.2.93.1">ShadowOccluderVolume</A>&amp; soc)</B></TT>
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<A NAME="ShadowOccluderVolume"></A>
<A NAME="DOC.2.93.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShadowOccluderVolume(const <!1><A HREF="ShadowOccluderVolume.html#DOC.2.93.2">ShadowOccluderVolume</A>&amp; soc, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)</B></TT>
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<A NAME="ShadowOccluderVolume"></A>
<A NAME="DOC.2.93.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShadowOccluderVolume(const <!1><A HREF="ConvexPlanerOccluder.html">ConvexPlanerOccluder</A>&amp; occluder, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)</B></TT>
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<A NAME="set"></A>
<A NAME="DOC.2.93.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set(const <!1><A HREF="ShadowOccluderVolume.html">ShadowOccluderVolume</A>&amp; soc, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)</B></TT>
<DD>Convert shadow occluder into local coords by multiplying the
clip space occluder by the ModelViewProjectionMatrix
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<A NAME="set"></A>
<A NAME="DOC.2.93.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void set(const <!1><A HREF="ConvexPlanerOccluder.html">ConvexPlanerOccluder</A>&amp; occluder, <!1><A HREF="Matrix.html">Matrix</A>&amp; MVP)</B></TT>
<DD>Initialize a ShadowOccluderVolume to a ConvexPlanerOccluder 
transformed into clipspace
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<A NAME="contains"></A>
<A NAME="DOC.2.93.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bound)</B></TT>
<DD>return true if the specified bounding sphere is contaned entirely
within this shadow occluder volume
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<A NAME="contains"></A>
<A NAME="DOC.2.93.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bound)</B></TT>
<DD>return true if the specified bounding box is contained entirely
within this shadow occluder volume
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<A NAME="transformProvidingInverse"></A>
<A NAME="DOC.2.93.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void transformProvidingInverse(const <!1><A HREF="Matrix.html">osg::Matrix</A>&amp; matrix)</B></TT>
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<A NAME="_occluderVolume"></A>
<A NAME="DOC.2.93.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html">Polytope</A> _occluderVolume</B></TT>
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<A NAME="_holeList"></A>
<A NAME="DOC.2.93.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>HoleList _holeList</B></TT>
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<A NAME="pushCurrentMask"></A>
<A NAME="DOC.2.93.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void pushCurrentMask()</B></TT>
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<A NAME="popCurrentMask"></A>
<A NAME="DOC.2.93.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void popCurrentMask()</B></TT>
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<HR><DL><DT><B>This class has no child classes.</B></DL>

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